Instructional Techniques To Facilitate Learning And Motivation Of Serious Games PDF Download

Are you looking for read ebook online? Search for your book and save it on your Kindle device, PC, phones or tablets. Download Instructional Techniques To Facilitate Learning And Motivation Of Serious Games PDF full book. Access full book title Instructional Techniques To Facilitate Learning And Motivation Of Serious Games.

Instructional Techniques to Facilitate Learning and Motivation of Serious Games

Instructional Techniques to Facilitate Learning and Motivation of Serious Games
Author: Pieter Wouters
Publisher: Springer
Total Pages: 220
Release: 2016-10-31
Genre: Education
ISBN: 3319392980

Download Instructional Techniques to Facilitate Learning and Motivation of Serious Games Book in PDF, ePub and Kindle

The book introduces techniques to improve the effectiveness of serious games in relation to cognition and motivation. These techniques include ways to improve motivation, collaboration, reflection, and the integration of gameplay into various contexts. The contributing authors expand upon this broad range of techniques, show recent empirical research on each of these techniques that discuss their promise and effectiveness, then present general implications or guidelines that the techniques bring forth. They then suggest how serious games can be improved by implementing the respective technique into a particular game.


Handbook of Research on Improving Learning and Motivation through Educational Games: Multidisciplinary Approaches

Handbook of Research on Improving Learning and Motivation through Educational Games: Multidisciplinary Approaches
Author: Felicia, Patrick
Publisher: IGI Global
Total Pages: 1462
Release: 2011-04-30
Genre: Education
ISBN: 1609604962

Download Handbook of Research on Improving Learning and Motivation through Educational Games: Multidisciplinary Approaches Book in PDF, ePub and Kindle

"This book provides relevant theoretical frameworks and the latest empirical research findings on game-based learning to help readers who want to improve their understanding of the important roles and applications of educational games in terms of teaching strategies, instructional design, educational psychology and game design"--Provided by publisher.


Smart Pedagogy of Game-based Learning

Smart Pedagogy of Game-based Learning
Author: Linda Daniela
Publisher: Springer Nature
Total Pages: 239
Release: 2021-09-11
Genre: Education
ISBN: 3030769860

Download Smart Pedagogy of Game-based Learning Book in PDF, ePub and Kindle

This book addresses the role of appropriate, specialized, structured pedagogy for game-based learning. It is an important reference for researchers who have carried out studies in the field of game-based learning with a focus on the digital learning environment. The educational landscape has dramatically changed in times of global pandemic urging us to search for new solutions, new educational pathways, and new agents for knowledge development. There is a need to support learning by using digital learning materials during remote learning or distance learning, where pedagogically structured game-based learning elements can play a role in motivating students to achieve. Utilizing game-based learning in education is not new, but this book adds substantially to the research base of the topic. The book reveals many new concepts, such as, balancing games and learning, supporting knowledge development, supporting the development of motivation, supporting balanced cognitive load in an effort to avoid ineffective forms of game-based learning


Games and Education: Designs in and for Learning

Games and Education: Designs in and for Learning
Author:
Publisher: BRILL
Total Pages: 238
Release: 2018-11-26
Genre: Education
ISBN: 9004388826

Download Games and Education: Designs in and for Learning Book in PDF, ePub and Kindle

We live in a time of educational transformations towards more 21st century pedagogies and learning. Games and Education explores new designs in and for learning and offer inspiration to teachers, technologist and researchers interested in changing educational practices.


Handbook of Research on Modern Educational Technologies, Applications, and Management

Handbook of Research on Modern Educational Technologies, Applications, and Management
Author: Khosrow-Pour D.B.A., Mehdi
Publisher: IGI Global
Total Pages: 950
Release: 2020-07-10
Genre: Education
ISBN: 1799834778

Download Handbook of Research on Modern Educational Technologies, Applications, and Management Book in PDF, ePub and Kindle

As technology and technological advancements become a more prevalent and essential aspect of daily and business life, educational institutions must keep pace in order to maintain relevance and retain their ability to adequately prepare students for their lives beyond education. Such institutions and their leaders are seeking relevant strategies for the implementation and effective use of new and upcoming technologies and leadership strategies to best serve students and educators within educational settings. As traditional education methods become more outdated, strategies to supplement and bolster them through technology and effective management become essential to the success of institutions and programs. The Handbook of Research on Modern Educational Technologies, Applications, and Management is an all-encompassing two-volume scholarly reference comprised of 58 original and previously unpublished research articles that provide cutting-edge, multidisciplinary research and expert insights on advancing technologies used in educational settings as well as current strategies for administrative and leadership roles in education. Covering a wide range of topics including but not limited to community engagement, educational games, data management, and mobile learning, this publication provides insights into technological advancements with educational applications and examines forthcoming implementation strategies. These strategies are ideal for teachers, instructional designers, curriculum developers, educational software developers, and information technology specialists looking to promote effective learning in the classroom through cutting-edge learning technologies, new learning theories, and successful leadership tactics. Administrators, educational leaders, educational policymakers, and other education professionals will also benefit from this publication by utilizing the extensive research on managing educational institutions and providing valuable training and professional development initiatives as well as implementing the latest administrative technologies. Additionally, academicians, researchers, and students in areas that include but are not limited to educational technology, academic leadership, mentorship, learning environments, and educational support systems will benefit from the extensive research compiled within this publication.


Simulations in the Political Science Classroom

Simulations in the Political Science Classroom
Author: Mark Harvey
Publisher: Taylor & Francis
Total Pages: 319
Release: 2022-08-31
Genre: Political Science
ISBN: 1000634582

Download Simulations in the Political Science Classroom Book in PDF, ePub and Kindle

This book is premised on the assumption that games and simulations provide welcome alternatives and supplements to traditional lectures and class discussions—especially in political science classrooms, where real-world circumstances provide ideal applications of theory and policy prescriptions. Implementing such an active learning program, however, is sometimes daunting to overburdened professors and teaching assistants. This book addresses the challenges of using games and simulations in the political science classroom, both online and in person. Each chapter offers a game or simulation that politics teachers can use to teach course concepts and explains ways to execute it effectively. In addition, the authors in this volume make a proactive case for games and simulations. Each chapter offers research to evaluate the effectiveness of the activity and pedagogical design best practices. Thus, the book not only serves as a game design resource, but also offers demonstrable support for using games and simulations in the political science classroom. Aimed at teachers at all levels, from high school through college, the book may be especially appealing to graduate students entering teaching for the first time and open to new teaching and learning approaches.


Research Anthology on Game Design, Development, Usage, and Social Impact

Research Anthology on Game Design, Development, Usage, and Social Impact
Author: Management Association, Information Resources
Publisher: IGI Global
Total Pages: 2034
Release: 2022-10-07
Genre: Computers
ISBN: 1668475901

Download Research Anthology on Game Design, Development, Usage, and Social Impact Book in PDF, ePub and Kindle

Videogames have risen in popularity in recent decades and continue to entertain many all over the world. As game design and development becomes more accessible to those outside of the industry, their uses and impacts are further expanded. Games have been developed for medical, educational, business, and many more applications. While games have many beneficial applications, many challenges exist in current development processes as well as some of their impacts on society. It is essential to investigate the current trends in the design and development of games as well as the opportunities and challenges presented in their usage and social impact. The Research Anthology on Game Design, Development, Usage, and Social Impact discusses the emerging developments, opportunities, and challenges that are found within the design, development, usage, and impact of gaming. It presents a comprehensive collection of the recent research, theories, case studies, and more within the area. Covering topics such as academic game creation, gaming experience, and violence in gaming, this major reference work is a dynamic resource for game developers, instructional designers, educators and administrators of both K-12 and higher education, students of higher education, librarians, government officials, business leaders and executives, researchers, and academicians.


Using Cognitive and Affective Metrics in Educational Simulations and Games

Using Cognitive and Affective Metrics in Educational Simulations and Games
Author: Harold F. O'Neil
Publisher: Routledge
Total Pages: 268
Release: 2021-05-17
Genre: Education
ISBN: 1000390098

Download Using Cognitive and Affective Metrics in Educational Simulations and Games Book in PDF, ePub and Kindle

Presenting original studies and rich conceptual analyses, this volume explores how cognitive and affective metrics can be used to effectively assess, modify, and enhance learning and assessment outcomes of simulations and games used in education and training. The volume responds to the increasing use of computer-based simulations and games across academic and professional sectors by bringing together contributions from different research communities, including K-12 and postsecondary education, medical, and military contexts. Drawing on empirical results, the chapter authors focus on the design and assessment of educational simulations and games. They describe how quantitative and qualitative metrics can be used effectively to evaluate and tailor instructional resources to the cognitive and affective needs of the individual learner. In doing so, the volume enhances understanding of how games and simulations can intersect with the science of learning to improve educational outcomes. Given its rigorous and multidisciplinary approach, this book will prove an indispensable resource for researchers and scholars in the fields of educational assessment and evaluation, educational technology, military psychology, and educational psychology.


Learning by Playing

Learning by Playing
Author: Fran Blumberg
Publisher: Oxford University Press, USA
Total Pages: 386
Release: 2014
Genre: Education
ISBN: 019989664X

Download Learning by Playing Book in PDF, ePub and Kindle

There is a growing recognition in the learning sciences that video games can no longer be seen as impediments to education, but rather, they can be developed to enhance learning. Educational and developmental psychologists, education researchers, media psychologists, and cognitive psychologists are now joining game designers and developers in seeking out new ways to use video game play in the classroom. In Learning by Playing, a diverse group of contributors provide perspectives on the most current thinking concerning the ramifications of leisure video game play for academic classroom learning. The first section of the text provides foundational understanding of the cognitive skills and content knowledge that children and adolescents acquire and refine during video game play. The second section explores game features that captivate and promote skills development among game players. The subsequent sections discuss children and adolescents' learning in the context of different types of games and the factors that contribute to transfer of learning from video game play to the classroom. These chapters then form the basis for the concluding section of the text: a specification of the most appropriate research agenda to investigate the academic potential of video game play, particularly using those games that child and adolescent players find most compelling. Contributors include researchers in education, learning sciences, and cognitive and developmental psychology, as well as instructional design researchers.


Industry 4.0 for the Built Environment

Industry 4.0 for the Built Environment
Author: Marzia Bolpagni
Publisher: Springer Nature
Total Pages: 677
Release: 2021-12-02
Genre: Technology & Engineering
ISBN: 3030824306

Download Industry 4.0 for the Built Environment Book in PDF, ePub and Kindle

This book discusses how the role of traditional construction professional is changing, providing a useful guide for practitioners who would like to upskill themselves. Lately, core concepts and methodologies for the Built Environment are presented providing definitions and applications on Building Information Modelling, Computational Design, Artificial Intelligence, Big Data, Cloud Computing, Data Analytics and Visualization, Lean Construction, Advanced Project Management, Sustainability, Geographical Information Systems, Advanced Business Models, Disaster Management, Quality Management, Health and Safety and Legal prospective. The book also shows the latest technologies for the Built Environment including Digital Twins, Reality Capture, Extended Reality, Gamification, Computational Construction and Manufacturing, Structural Health Monitoring, Smart Transaction and Cybersecurity. Trends in soft skills for the Built Environment are presented covering Digital Working, Communication, Self and Relationship Management skills and Critical thinking. The book is dedicated to professionals who would like to enhance their understanding and capabilities to operate in the Industry 4.0 for the Built Environment having a holistic and comprehensive overview.